Stellaris

Stellaris

Master of Nature Updated
35 Comments
bascott83 May 19 @ 7:08am 
looking forward to a update to 4.0
roymend1 May 6 @ 12:10pm 
Hoping for an update!
Eternum May 5 @ 7:51am 
update pls?
Furuchi Mar 5 @ 6:05pm 
Both decisions specialist focus and worker focus are giving the same bonus making the specialist one useless.
-20% specialist and +25% worker

MasterNature_static_modifiers.txt line 179
NotFox Dec 31, 2024 @ 6:23pm 
Fair enough
Lewis  [author] Dec 29, 2024 @ 12:39pm 
Not playing Steli right now so have no drive to change this beyond ver updates atm. Give it time ill get the itch for Steli again.
NotFox Dec 27, 2024 @ 11:33am 
I second Baba's request, also, could the district requirements be loosened? Because requiring all land be used up first means you end up having to wait until the end game to build subterranean cities and sky islands on larger worlds, especially if you end up making them into an ecumenpolis.
Baba is OMNIPOTENT Nov 21, 2024 @ 12:49pm 
Can someone please add compatibility between this mod and mods such as gigastructural engineering and hyperstructural constructs? Specifically with the artificial megastructures that start out as normal planets. Currently it is possible to add Sky Islands, and subterranean cities to them, but only before the actual megastructure is built. I am requesting for these types of megastructures to be given the ability to build Sky Islands and subterranean cities on these megastructures.
bascott83 Nov 1, 2024 @ 12:18am 
Please update to 3.14
mjolnirCSOcarrier Sep 30, 2024 @ 11:01am 
does this still work?
Cross Dimensional Joke Sep 1, 2024 @ 12:03am 
Pretty good mod, but the cloud replicators are way too overpowered for how easy they are to get.
PaddyZockt Jul 31, 2024 @ 10:20am 
@kaito from the filesize i guess u can only use this mod
Thanks
Kaito Gillscale Jun 10, 2024 @ 5:35pm 
should this be active AS WELL as the original MoN, or as a replacement?
Bishop Heket of the Old Faith Jun 3, 2024 @ 9:59pm 
Finally! I can make my Reploid Earth have some Sky Lagoons!
Snuggy Jun 2, 2024 @ 3:45am 
I think ill use this with my fiends too
Sandermatt May 31, 2024 @ 11:07pm 
It seems to me that for the final sky cities expansion it is sufficient just to queue districts until no spots are left and they can be started, even if the queed districts are not yet built.
For underground cities this does not work.
Lewis  [author] May 25, 2024 @ 10:46am 
Ill take a look during the week.
卡尔文迪斯梅特 May 25, 2024 @ 3:01am 
I made a new Chinese localization translation, but there is a conflict in overwriting it. Could you please delete the Chinese localization and help me add a link?The translation is here.
https://steamcommunity.com/sharedfiles/filedetails/?id=3108330591
卡尔文迪斯梅特 May 25, 2024 @ 2:57am 
£mod_ruler_happiness£ → £ruler_happiness£
£mod_worker_unhappiness£ → £worker_unhappiness£
It‘s two wrong.
Lewis  [author] May 22, 2024 @ 12:15pm 
Phoenixblood, if u want find me on the stellaris modding den discord and send me ur save game.
Phoenixblood May 21, 2024 @ 7:16am 
I also tested, and weirdly enough it only seems to affect my capital deposits
Lewis  [author] May 20, 2024 @ 4:22pm 
Phoenix, Took a look mod already has a check/re-add system. Tested in a SP game with no other mods and kept modifier/deposits when terraforming to machine world. Even if I remove them all they will be re-added at start of next month. Likely conflict issue.
Lewis  [author] May 19, 2024 @ 12:18pm 
Netherland, Ill keep it in mind. Right now there is no plan to do more than fixes/balance changes. Starchitec is still interested in coming back to the mod. Any expansion would be on the main page even if I helped.
Lewis  [author] May 19, 2024 @ 12:02pm 
Phoenix, let me take a look in the next couple days. I code for work and try to stay away from it on the weekends. Appreciate u letting me know. U can try these two console commands while selecting ur planet and replacing the #### with the modifier/deposit u had before:

effect add_deposit = ###
effect add_modifier = { modifier = ### days = -1 }
Phoenixblood May 19, 2024 @ 3:54am 
I like this mod a lot, but right now if you Terraform to Machine Worlds with any of the improvements on them, it removes them all, which is very frustrating if you dont know about that
RingmASSter May 16, 2024 @ 7:38am 
Thanks for this. If you ever consider adding to the mod I've got some suggestions! Otherwise just keeping it alive was already a great help, thank you!
Lewis  [author] May 11, 2024 @ 2:30pm 
xXxFireman15xXx works for our game with no perceptible errors.
xXxFireman15xXx May 11, 2024 @ 1:40pm 
Hello there my good sir I have a question to ask, is this compatible with planetary diversity by any chance.
Lewis  [author] May 10, 2024 @ 11:40pm 
イムカ went ahead and made the change u should be good after update. Won't cause issues with old saves.
Lewis  [author] May 10, 2024 @ 10:07pm 
イムカ can do, I will update once our current MP game finishes. Have a small list of conditions to change. Let me know if there are any more issues.
Tea Earl the Grey May 10, 2024 @ 7:54pm 
Thank you Sir for keep this alive.
Reprogrammed Automaton May 10, 2024 @ 2:10pm 
I hate to ask, but could you add a a conditional check for individual machines to the flying robot factory, they don't get the artificial workforce technology.... and thus loose out on one of the ones that would be super useful to them.

or = { has_technology = tech_robotic_workers is_individual_machine = yes}

should work

Beyond that, it works great and I greatly apreciate the update.
tzverg May 9, 2024 @ 8:19pm 
мужик!
Them8 May 9, 2024 @ 7:07pm 
thank you